A traditional AR-15 platform assault rifle as used by the US military. This version features a burst-fire trigger group. Very accurate with low recoil and a long range.
–In-game description

M16A4 angled

M16A4 alpha

Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 22
Damage 34 → 22
Range 50 max → 165 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes 3× Burst & Semi
Rate of Fire 900 RPM

TTK (Time to Kill) 0.13 s
Head & Body Multiplier
per bullet/pellet
Max (50 studs) Min (165 studs)
(x1.40) Head 47.6 30.8
(x1.00) Torso 34 22
(x1) Arms and Legs 34 22
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 34 -> 19.8 50 max -> 165 min
R2 Suppressor 32.3 -> 20.9 47.5 max -> 156.75 min
PBS-1 Suppressor 32.3 -> 20.9 47.5 max -> 156.75 min
PBS-4 Suppressor 32.3 -> 20.9 47.5 max -> 156.75 min
Suppressor 30.6 -> 22 45 max -> 165 min
Armor Piercing 34 -> 18.33333 0 max -> 165 min
Hollow Point 40.8 -> 26.4 50 max -> 165 min
Muzzle Velocity 2800 studs/s
Penetration Depth 1.2 studs
Suppression 0.5


Hipfire Camera Recovery Speed 22
Sight Camera Recovery Speed 24
Weapon Recovery Speed 23
Weapon Recoil Damping 0.9


Min Camera Kick (2.00, -0.61, -0.31)
Max Camera Kick (2.50, -0.11, 0.30)
Min Recoil Displacement (-0.50, 0.60, 9.19)
Max Recoil Displacement (0.80, 1.10, 11.50)
Min Recoil Rotation (-0.61, 0.50, -0.31)
Max Recoil Rotation (1.20, 1.20, 0.30)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.85


Min Camera Kick (2.09, -0.31, -0.50)
Max Camera Kick (2.50, 0.30, 0.50)
Min Recoil Displacement (-0.11, 0.10, 11.50)
Weapon Shot Displacement (0.10, 0.40, 11.80)
Min Recoil Rotation (0.20, -0.11, -0.11)
Max Recoil Rotation (0.40, 0.10, 0.10)
Sight Magnification 1.8x


Reload Time 1.9 seconds
Empty Reload Time 2.7 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
Coyote Sight 380 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills
Flashlight 0 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sight 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The M16A4 is an American Assault Rifle. It is unlocked at rank 22, or it can be purchased with credits.


After the Vietnam War, the United States were looking to fix the issues with the M16A1 currently in service at the time—this was done by switching out the fully-automatic fire mode for a three-round burst, replacing the triangular handguard with a ribbed circular one, adding a case deflector and improving the rear sight. This new rifle was designated as the M16A2. Later, in the 1990s, a version called the M16A2E4 was selected and given the designation M16A4.

Small improvements were made, such as the removable carry handle, with an accessory rail on top of the receiver, underneath the carry handle, for the ease of attaching optical module. A quad rail handguard is also standardized to allow more modularity. This variant is still the standard service rifle with the U.S military, although they are replacing it with the M4 rifles gradually.


General Information

The M16A4 has a high maximum damage for an assault rifle and is capable of a three-shot kill (3SK)—a single burst—up to 55 studs. It has low recoil and high aiming stability, which are great for long range combat. The M16A4 is very effective at medium to long-range, however, it has its place in close-quarters-combat (CQC). A single well-aimed burst can eliminate a target at full health.

Unlike other three-round burst modes on other weapons, the burst of the M16A4 has higher accuracy and remains very stable, even with continuous burst fire. The burst has a high rate of fire (RoF) that makes it effective at medium range. However, at longer ranges, using burst can be quite annoying since the burst doesn't have a limit to the recoil, unlike automatic weapons, despite the weapon's soft recoil. Therefore, it is the player's choice whether to full burst or switch to semi-auto, where it would be more useful at longer ranges.

Unlike a designated marksman rifle, however, this weapon is at most a 5SK to a target at long ranges, and does not have the suppressive power of a DMR. This makes the M16A4 especially vulnerable beyond short-medium ranges against machine guns and range-oriented weapons, as the M16A4 cannot dump half a magazine into an enemy without excessive spam clicking; its semi-automatic mode relies heavily on sustained accuracy, which light machine guns excel at countering.

Usage & Tactics

The M16A4 can be considered one of the most versatile assault rifles in-game, being able to perform well up close and at longer distances. However, to perform well with this weapon, one will have to be able to perfect the burst, as well as knowing when to full burst and when to tap. Perfecting the burst has a high skill cap in general, therefore, using this AR takes a lot more skill when compared to other ARs. It does take some practice to get used to the lack of a fully-automatic fire mode, and some players will have to learn to constantly check their M16A4's firemode to ensure that they do not go into a CQC situation with it switched on semi-auto, or vice versa, although when one perfects the burst, it becomes one of the fastest killing ARs in the game at long range.

With a high-zoom optical sight like the ACOG Scope attached, the weapon performs similarly to a DMR in semi-auto. The semi-auto mode on M16A4 is more useful than that of any other assault rifle. On semi-auto, the rifle has very little recoil. It can make multiple successful shots at long range without the player needing to compensate for the recoil to hit a target. The semi-auto mode is faster than most DMRs and has no delay like the SKS or MK11. Despite having lower damage than a DMR, this gun has a larger magazine capacity and high aiming stability, however this position can be obtained by the SL-8. Obviously, the semi-auto mode is not recommended for use within close quarters, as the time to kill (TTK) is quite long, even with its ability to kill in three shots.

As this gun does not have much horizontal recoil, a Muzzle Brake may be an optimal choice for players who choose to stick to the mid-range. Otherwise, the Compensator is the default choice to ensure all recoil remains vertical. Optics that has lower zoom such as the Mini Sight and the Reflex Sight is recommended in order to further reduce the visible camera recoil when one perfects the burst, along with the use of a Folding Grip. Green Lasers can further aid accuracy recovery when ADS, while providing some extra hip-firing capabilities.


The M16A4 is a flexible weapon, hitting hard in close quarters, with its burst mode performing very well at this range. In the hands of a beginner, this gun will not seem appealing with its burst mode, but in the hands of a master, this gun becomes extremely deadly at any range. At mid-long range, its low recoil helps for continuously lay down fire without being obstructed by recoil.

Pros & Cons


  • Good overall damage.
  • High RoF.
  • Mild recoil—quick recoil recovery.
  • Common ammunition type.
  • Fast reload time.
  • Very versatile.
  • Highest muzzle velocity in its class (2800 studs/s) - tied with M16A3.


  • Lacks a fully-automatic trigger mode.
  • Very high skill cap in order to be used efficiently.
  • Shorter maximum range than other assault rifles.
  • Has a burst delay, along with burst position being "stored".


  • Prior to version 0.10.6, the M16A4 would fire a full burst each click.
  • The M16A4's ability to still fire a full burst after firing a partial burst is incorrect, as it uses a cam mechanism that does not reset upon premature release of the trigger, meaning that if one round is fired on burst, only 2 rounds will be fired the next time the trigger is pulled and so on.
  • Along with all other AR-15 family members' models, the selector switch is on safety.
  • The bolt is closed after the last shot, it is not the case in real life where the bolt would lock open.
    • In real life, when the bolt is open, the user can reload and press the bolt release button to chamber the round. The charging handle is used when reloading with the bolt closed.
    • There is a bolt release animation, it was used for the tactical reload in game. It is removed to make it closer to the real life version.
  • The M16A4 is not a burst version of M16A3. Rather, it is a direct upgrade of the M16A2.
    • The M16A3 is the full-auto version of M16A2, not the M16A4.
    • Colt produces a full-auto version of the M16A4, product-coded as the R0901, which is for international purchases.[1]
  • There is currently a bug where the rifle's original sight will clip into any attached sights, this is caused by editing textures in slot 1 and 2 with an optic attached.
    • This will only happen in the menu and will be corrected when the player deploys.
  • The M16A4's in-game model has no trigger, although the trigger handle for the M16A4 was seen in Phantom Forces Alpha.
  • Update 4.13.0 added a burst delay to the M4 and the M16A4, resulting in a waiting period between bursts, along with the position of the burst being "stored".


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS G2 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector
MP40 - X95 SMG - Tommy Gun

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
X95R - HK51B

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - M93R - TEC-9 - Micro Uzi - MP1911


MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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